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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width">
<title>Document</title>
<script src="/lib/util.js"></script>
<script src="/lib/chips2.js"></script>
<link href="/lib/chips.css" rel="stylesheet"></link>
<style>
table {
background: #333;
color: white;
}
table * {
border: solid #888 1px;
}
table th {
background: #222;
}
table td {
font-family: sans-serif;
}
</style>
</head>
<body>
<table><thead><tr id="head"><th>Type</th></tr></thead><tbody id="body"></tbody></table>
<script>
console.log("Testing type parsing...")
console.log(new Type("int"))
console.log(new Type("List<int>"))
console.log(new Type("(int, T1)", ["T1"]))
console.log(new Type("List<(T,int)>", ["T"]))
console.log(new Type("(int|float|Vector3)"))
console.log(new Type("List<(int|float|Vector3)>"))
console.log(new Type("(List<List<(int|float|Vector3)>>|List<any>)"))
console.log("Done!")
console.log("Testing type intersections");
const tistart = performance.now();
const types = [
//standard
new Type("int"),
new Type("bool"),
//template
new Type("List<int>"),
new Type("List<float>"),
new Type("List<List<int>>"),
new Type("List<List<any>>"),
new Type("List<(int|float)>"),
new Type("List<(float|Vector3)>"),
new Type("List<any>"),
//union
new Type("(int|float|bool)"),
new Type("(List<any>|bool)"),
//any
new Type("any"),
//dumb shit
new Type("List<(List<(int|float)>|Vector3)>"),
];
const head = document.getElementById("head");
const body = document.getElementById("body");
for (const t of types) {
const headel = document.createElement("th");
headel.innerText = t;
head.appendChild(headel);
const row = document.createElement("tr");
body.appendChild(row);
const title = document.createElement("th");
title.innerText = t;
row.appendChild(title);
for (const t2 of types) {
const sect = document.createElement("td");
sect.innerText = intersect(t,t2);
row.appendChild(sect);
}
}
console.log(`Done in ${performance.now() - tistart}ms!`)
console.log("Testing chip class...")
const node = {"ReadonlyPaletteName": "Set Rotation","ReadonlyChipName": "Set Rotation","Description": "Sets the rotation of the target player or object. Players will rotate about the vertical axis only. Will fail in the following cases: If the target object is currently held, select/frozen by the maker pen, or is the child of a gizmo. Will also fail on players that are seated.","IsBetaChip": true,"DeprecationStage": "Active","PaletteNameSource": "FirstNodeDesc","ChipNameSource": "FirstNodeDesc","NodeDescs": [{"Name": "Set Rotation","ReadonlyTypeParams": {"T": "(Player | Rec Room Object)","U": "(Vector3 | Quaternion)"},"Inputs": [{"Name": "","ReadonlyType": "exec","Description": ""},{"Name": "Target","ReadonlyType": "T","Description": ""},{"Name": "Rotation","ReadonlyType": "U","Description": ""}],"Outputs": [{"Name": "","ReadonlyType": "exec","Description": ""},{"Name": "Success","ReadonlyType": "bool","Description": ""}]}],"NodeFilters": [{"FilterPath": ["Player","Physics"]},{"FilterPath": ["Object","Physics"]}]};
document.body.append((x=new Chip(node).root));
document.body.appendChild(x);
</script>
</body>
</html>
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